Render Setting 渲染设置Basic 基础Output 输出Save 保存Multi-Pass 多通道Anti-Aliasing 抗锯齿Material Override 材质覆盖Options 选择Stereoscopic 立体感Team Render 团队渲染

Save

保存

Regular Image

普通图片

Save

保存

Saves the image or animation automatically when rendering to the Picture Viewer.

在呈现图片查看器时自动保存图像或动画。

File...

文件..。

You can type in the entire path or you can click on Path to open a system dialog for selecting the folder

您可以键入整个路径,也可以单击路径打开一个系统对话框来选择文件夹

If you enter a name without a path, the picture or animation will be saved in the active scene’s folder.

如果您输入的名称没有路径,图片或动画将保存在活动场景的文件夹。

When using relative paths, place periods at the beginning of the path name:

当使用相对路径时,将句点放在路径名的开头:

This works just about everywhere in Ciinema 4D where a file path can be entered (e.g., a bitmap path in a material or a sound file in a Sound Effector).

这在 Ciinema 4D 中几乎可以在任何地方工作,在那里可以输入文件路径(例如,材质中的位图路径或声音效果器中的声音文件)。

When setting the path, keep the following in mind to avoid filename issues when moving the files from one operating system to another: use a maximum of 22 characters for the filename. For example, macOS 9.1 has the following limits: filename length: up to 31 characters — four characters for the file extension, (e.g., 在设置路径时,请记住以下事项,以避免在将文件从一个操作系统移动到另一个操作系统时出现文件名问题: 文件名最多使用22个字符。例如,macOS 9.1有以下限制: 文件名长度: 最多31个字符ー4个字符的文件扩展名,(例如,*.tif * . tif) — five characters for the sequential numbering when outputting a frame sequence (e.g., )ー输出一个帧序列时,序列号需要5个字符(例如:_0023 0023). Also, use only the following characters only in the filename: )。此外,只可在文件名中使用下列字符:A - Z A-z, a- z A-z, 0-9, _. Some special characters will work but special characters should generally be avoided entirely to ensure maximum compatability .一些特殊字符可以工作,但通常应该完全避免使用特殊字符,以确保最大程度的兼容性 Tip: 提示:
Use 使用Variable Path and File Names 变量路径和文件名 if you want file and path names to automatically reference project names or defined render resolutions so you don’t have to change the file or path name each time you render with a different resolution, for example, to avoid overwriting existing files. 如果你希望文件和路径名自动引用项目名称或定义渲染分辨率,这样你就不必每次使用不同的分辨率渲染时更改文件或路径名称,例如,避免覆盖现有的文件

Format

格式

This button is ghosted unless Format is set to AVI Movie (Windows) or QuickTime Movie (Windows and Macintosh).

除非格式设置为 AVI Movie (Windows)或 QuickTime Movie (Windows 和 Macintosh) ,否则此按钮将重影。

If you click this button, a dialog opens that gives you access to various codecs and their settings. If the dialog does not open, check that you have the latest version of QuickTime installed.

如果您单击此按钮,将打开一个对话框,提供对各种编解码器及其设置的访问。如果对话框未打开,请检查是否安装了 QuickTime 的最新版本。

These are listed below. Depending on the format chosen, clicking on the small arrow at the left of the Format setting will make that format’s options available for modification (e.g., JPEG compression or codecs for video formats). Detailed information about these formats and their settings can be found here.

这些都列在下面。根据所选择的格式,点击格式设置左侧的小箭头可以使该格式的选项可用于修改(例如,JPEG 压缩或视频格式的解码器)。关于这些格式及其设置的详细信息可以在这里找到。

The following applies to RLA/RPF:

以下适用于 RLA/RPF:

The RPF format is a further development of the RLA format. Both formats can be used to assign numerous channels to an image that can be used by compositing applications such as After Effects® or Combustion®.

RPF 格式是 RLA 格式的进一步发展。这两种格式都可用于为图像分配多个通道,以供合成应用程序(如 After Effects 或 Combustion)使用。

The RPF format contains the following channels (RLA contains only the channels Z through Coverage):

RPF 格式包含以下通道(RLA 仅包含通过 Coverage 的通道 z) :

Z

Information on camera <-> object distance. Useful for depth-of-field effects.

照相机 <-> 物体距离信息. 对景深效果有用。

Object

对象

Enables different materials to be used in post-editing.

允许在后期编辑中使用不同的材质。

UV Coordinates

紫外线坐标

Information on UV coordinates so that new textures can be mapped correctly during post-editing.

在 UV 坐标信息,以便新的纹理可以正确地映射后编辑。

Normal

正常

Direction information regarding objects and textures.

关于对象和纹理的方向信息。

Non-Clamped Color

非固定颜色

Information on object color. Can extend beyond RGB gamut.

关于对象颜色的信息。可以扩展到 RGB 色域之外。

Coverage

覆盖范围

Antialiasing information for object edges.

物体边缘的反走样信息。

Object ID (RPF only)

对象 ID (仅限于 RPF)

Enables the clear identification of objects.

能够清楚地识别对象。

Color (RPF only)

颜色(仅限于 RPF)

Object color information.

对象颜色信息。

Transparency (RPF only)

透明度(仅限于 RPF)

Object transparency information.

对象透明性信息。

Subpixel Weight

亚像素权重

Information on the color of subpixels.

关于子像素颜色的信息。

Subpixel Mask

亚像素掩模

Information that links subpixels to their objects.

将子像素链接到其对象的信息。

Depth

深度

Defines the bit depth per color channel. Choose either 8 bits per channel (for 24-bit color), 16 bits per channel (for 48-bit color) or 32 bits per channel (96-bit color). A list of supported color depths for each format and other details can be found here.

定义每个颜色通道的位深度。选择每通道8位(24位颜色)、每通道16位(48位颜色)或每通道32位(96位颜色)。可以在这里找到每种格式和其他细节支持的颜色深度的列表。

HDRI Formats

HDRI 格式

Tip 小贴士
In the following, HDR images are discussed. These does not exclusively mean ,radiance (HDR)’ but also includes OpenEXR and all other formats that can handle images with a high dynamic range. 下面将讨论 HDR 图像。这些不仅仅意味着,辐射(HDR)’ ,但也包括 OpenEXR 和所有其他格式,可以处理图像与高动态范围

The standard version of Cinema 4D can output, load, and render HDR images (e.g., if you want to use HDRI textures for reflections).

标准版本的 Cinema 4D 可以输出、加载和渲染 HDR 图像(例如,如果您想使用 HDRI 纹理进行反射)。

This lets you take full advantage of maximum color and brightness when outputting your Cinema 4D images. Internally, Cinema 4D renders with substantially higher color and brightness (98-bit / pixel) than can be realized on a conventional RGB image.

这让您充分利用最大的颜色和亮度时,输出您的Cinema 4D 图像。在内部,Cinema 4D 呈现的色彩和亮度(98位/像素)大大高于传统的 RGB 图像。

This limitation does not exist for images rendered to the HDRI format.

对于呈现为 HDRI 格式的图像,不存在这种限制。

The following formats are able to read this color depth:

下面的格式可以读取这个颜色深度:

Using applications that can work with these formats will put you at a great advantage.

使用能够处理这些格式的应用程序将使您获得巨大的优势。

So, what is all this good for?

那么,这一切有什么好处呢?

Well, there are several uses:

好吧,有几种用途:

  1. HDR formats can be used as photo processing formats when compositing. Ordinary monitors or printers, though, cannot display this depth of color; they use conventional color depth. HDR 格式可以用作合成时的照片处理格式。然而,普通的显示器或打印机不能显示这种深度的颜色; 它们使用传统的颜色深度

    One disadvantage of conventional color depths is the limitation in brightness. For example, an RGB value of 255, 255, 255 for the color white is as good as it gets. Let’s say you want to darken an image in post-production that contains a white area, e.g., a surface brightly lit by sunlight through a window. The white area will turn gray, even though the actual color of the surface should start showing through. 传统颜色深度的一个缺点是亮度有限。例如,白色的 RGB 值为255,255,255就是最好的颜色。假设你想在后期制作中使一张包含白色区域的图像变暗,例如,一个被阳光透过窗户照亮的表面。白色区域将变成灰色,即使表面的实际颜色应该开始显示通过

    Above, the original image; center, the original image darkened in Photoshop output as TIFF; below, the original image output in 32-bit, darkened using the appropriate software. 上图为原始图像; 中图为 Photoshop 输出的变暗图像; 下图为32位的原始图像输出,使用适当的软件变暗
    As you can see in the example above, the HDR image can be darkened (e.g., using Cinema 4D’s 正如你在上面的例子中看到的,HDR 图像可以变暗(例如,使用 Cinema 4D’ s)Exposure 曝光 setting) without having to worry about the white surface turning gray, as is the case with the conventional image formats. The above scene was lit exclusively per GI with a very bright light ( 设置) ,而不必担心白色表面变成灰色,这是与传统的图像格式的情况。上述场景是点燃每 GI 与一个非常明亮的光(400%).

    The depiction of HDR images is only an interpretation of color data that cannot actually be depicted with conventional technology. HDR 图像的描绘只是对颜色数据的一种解释,这种解释实际上不能用传统的技术来描绘
    When you render an image in HDR in the Picture Viewer or in the editor view, a special HDR antialiasing mode will be used. At first glance, the image will look flawed. This is due to the fact that the display of the image must be reduced to the limited color range of your monitor. If rendered using a conventional format, the image will be perfectly antialiased since antialiasing takes effect when the color depth is reduced to 8-bit or 16-bit. 32-bit antialiasing is rendered without color limitations, i.e., a smoothed pixel can have a brightness value greater than 100% and will therefore be depicted as white. Correct 32-bit antialiasing will not be visible but it’s there, internally. 在图片查看器或编辑器视图中以 HDR 呈现图像时,将使用一种特殊的 HDR 抗锯齿模式。乍一看,这张照片看起来有缺陷。这是因为图像的显示必须缩小到显示器的有限色彩范围。如果使用传统格式渲染,图像将完全抗锯齿,因为抗锯齿效果时,色彩深度减少到8位或16位。32位的反走样渲染没有颜色限制,也就是说,平滑像素的亮度值可以大于100% ,因此将被描述为白色。正确的32位抗锯齿将不可见,但它在那里,内部

  2. HDR image formats (in particular the HDR formats: HDR (Radiance) and OpenEXR) can be used to render particularly sharp reflections. Simply lay the HDR image in a Sky object’s HDR 图像格式(特别是 HDR 格式: HDR (Radiance)和 OpenEXR)可用于渲染特别清晰的反射。简单地把 HDR 图像放在天空物体上Luminance 亮度 material channel, for example. Cinema 4D will take into account the high level of brightness when rendering. 例如,物质渠道。4D 影院在渲染时会考虑到高亮度

  3. HDR image formats (in particular the HDR formats: HDR (Radiance) and OpenEXR) are good for use as so-called HDR 图像格式(特别是 HDR 格式: HDR (Radiance)和 OpenEXR)非常适合所谓的使用Image Based Lighting 基于图像的照明, i.e., the lighting of scenes via GI, exclusively with textures, without the use of light sources. 例如,通过 GI 的场景照明,只使用纹理,不使用光源

The classic HDR formats

经典的 HDR 格式

Both of the classic (whereby the term classic is relative in the fast-moving IT world) HDR formats, Radiance (HDR) and OpenEXR, that are used in numerous rendering pipelines, are now supported by Cinema 4D.

经典的 HDR 格式,Radiance (HDR)和 OpenEXR (已经在众多渲染管道中使用,现在已经被 Cinema 4D 支持了。

Radiance HDR is the older of the two formats and will most likely eventually be replaced by OpenEXR. Even though OpenEXR exhibits less dynamic breadth compared to HDR (Radiance) (which is basically irrelevant in everyday use, otherwise OpenEXR would not be used in so many Hollywood productions), it can be compressed to a much smaller file size.

Radiance HDR 是两种格式中较老的一种,最终很可能被 OpenEXR 所取代。尽管与 HDR (Radiance)相比,OpenEXR 的动态宽度要小一些(HDR (Radiance)在日常使用中基本上是不相关的,否则 OpenEXR 就不会被用于如此多的好莱坞制作) ,但是它可以被压缩成一个更小的文件大小。

Radiance (HDR)

辐照度(HDR)

HDR lets you save in a special 32-bit per pixel mode. Radiance HDR possesses vast dynamic breadth, much greater than in nature. This is why HDR files are often very large. Nevertheless, most HDR texture libraries are available in the Radiance (HDR) format.

HDR 允许您以每像素32位的特殊模式进行保存。Radiance HDR 具有巨大的动态宽度,比自然界中的要大得多。这就是 HDR 文件通常非常大的原因。然而,大多数 HDR 纹理库都是以 Radiance (HDR)格式提供的。

OpenEXR

This format was developed by ILM (Industrial Light & Magic) and can be compressed to a high degree, despite its wide dynamic breadth.

这种格式是由工业光魔公司开发的,尽管它的动态宽度很大,但可以被压缩到很高的程度。

With the introduction of Cinema 4D R13 files with multiple channels are also supported. Contrary to real Multi-Pass files that contain multiple layers that are overlain via mix modes, OpenEXR only recognizes channels without mix modes (creating actual layers from these channels must be done using a compositing application). Nevertheless, Cinema 4D will attempt to create layers based on channel names upon import.

随着 Cinema 4D R13文件的引入,多通道也得到了支持。相反,真正的多通道文件包含多层叠加的混合模式,OpenEXR 只能识别没有混合模式的通道(从这些通道创建实际层必须使用合成应用程序)。尽管如此,Cinema 4D 将尝试在导入时创建基于频道名称的图层。

Clicking on Options will make several save options available:

点击选项会出现几个保存选项:

Instead of overwhelming you with technical details we will give you a general description. The compression methods available either cause a lot of loss, cause color information to be lost or are loss-free (the first 5 in the list below) and maintain the entire dynamic scope.

我们将给你一个大致的描述,而不是用技术细节来压倒你。现有的压缩方法要么造成大量的损失,导致颜色信息丢失或无损失(下面列表中的前5个) ,并维护整个动态范围。

Especially images that need major or frequent editing, 16-bit float comma compression should not be used because it can quickly lead to imprecise or limited color ranges.

特别是需要大量或频繁编辑的图像,不应该使用16位浮点逗号压缩,因为它可能很快导致不精确或有限的颜色范围。

Which compression method is best for your particular purpose should be ascertained by conducting tests to determine the most acceptable correlation between quality, file size and speed of editing.

哪种压缩方法最适合你的特定用途,应该通过进行测试来确定质量、文件大小和编辑速度之间最可接受的相关性。

Name 姓名

Many editing programs accept picture sequences. However, they tend to use different naming conventions.

许多编辑程序接受图片序列,但它们倾向于使用不同的命名约定。

Some programs expect the filename to end with a number, others an extension. Some programs can cope only with three-digit numbers.

有些程序期望文件名以一个数字结尾,有些程序期望文件名以一个扩展名结尾。有些程序只能处理三位数字。

Use this menu to set the sequential numbering and/or lettering style required by your editor. In the example names below, 0000 represents any sequential number, TIF represents any three-letter extension.

使用此菜单设置编辑器所需的顺序编号和/或字母样式。在下面的示例名中,0000表示任何顺序编号,TIF 表示任何三个字母的扩展名。

Name0000.TIF and example result: Test1234.JPG,

和样例结果: Test1234.JPG,

Name0000 and example result: Test1234,

0000 and example result: Test1234,

Name.0000 and example result: Test.1234,

名称. 0000和示例结果: Test. 1234,

Name000.TIF and example result: Test123.TGA

name000.TIF 和示例结果: Test123.TGA

Name000 and example result: Test123,

000 and example result: Test123,

Name.000 and example result: Test.123.

名称. 000和示例结果: Test. 123。

Image Color Profile

图像颜色配置文件

With this setting you can define which color profile should be embedded in the image/texture. In versions prior to R12, Cinema 4D automatically saved using the sRGB color profile. This can now be set to any color profile desired. However, you should only make changes to this setting if absolutely necessary.

通过这个设置,您可以定义哪个颜色配置文件应该嵌入到图像/纹理中。在 R12之前的版本中,Cinema 4D 使用 sRGB 颜色配置文件自动保存。现在可以设置为任意颜色配置文件。但是,只有在绝对必要的情况下,才应该对此设置进行更改。

Note that many programs cannot read color profiles (for example, Windows 7 can only partially read color profiles).

请注意,许多程序不能读取颜色配置文件(例如,Windows 7只能部分读取颜色配置文件)。

When using Linear Workflow in conjunction with Multi-Passes we recommend that you render with at least 16-bit color depth. If this is not possible, disable the Linear Workflow option to restore the normal Cinema 4D R12 properties (reason: Multi-Passes are saved with a linear profile.

当使用线性工作流结合多通道,我们建议你渲染至少16位的颜色深度。如果这是不可能的,禁用线性工作流选项恢复正常的C4D R12属性(原因: 多通行证保存与线性配置文件。

More information regarding color management can be found here.

更多关于色彩管理的信息可以在这里找到。

Generally speaking, the default sRGB profile will be the correct profile.

一般来说,默认的 sRGB 配置文件将是正确的配置文件。

Clicking the button at the right will make the following menu items available for selection:

点击右边的按钮可以选择以下菜单项:

Color Management Disabled

禁用色彩管理

No color profile will be embedded (will be read in accordance with the Project Settings or bitmap shader settings when the file is opened).

不会嵌入任何颜色配置文件(打开文件时将根据项目设置或位图着色器设置读取)。

Load/Save

加载/保存

Here you can load a color profile or save an existing one. These files have the extension "*.icc". If an image is loaded here, its color profile will be assumed.

在这里,您可以加载一个颜色配置文件或保存一个现有的。这些文件的扩展名为” * 。”国际刑事法院”。如果一个图像在这里被加载,它的颜色配置文件将被假设。

Load From Monitor

从监视器加载

You can use monitor(hardware) profiles. However, this is not recommended since your monitor’s color profile will almost never match that of another monitor.

您可以使用监视器(硬件)配置文件。但是,不建议这样做,因为显示器的颜色配置文件几乎永远不会匹配其他显示器的颜色配置文件。

sRGB

Saves the image with sRGB color profile.

用 sRGB 颜色配置文件保存图像。

Linear

线性

Saves the image in a linear color profile.

以线性颜色配置文件保存图像。

Alpha Channel

阿尔法通道

If you enable this option, a pre-multiplied alpha channel will be calculated during rendering.

如果您启用此选项,则在呈现期间将计算一个预乘的 alpha 通道。

The alpha channel is a grayscale image of the same resolution as your color picture. Pixels in the alpha channel are either black or white. A white pixel in the alpha channel indicates the presence of an object at that position in the image while a black pixel indicates no object.

Alpha 通道是与彩色图片具有相同分辨率的灰度图像。阿尔法通道中的像素不是黑色就是白色。Alpha 通道中的白色像素表示图像中该位置存在一个对象,而黑色像素表示没有对象。

You can use the alpha channel for compositing in video programs. For example, suppose you have scanned a photograph of an airfield and you want to render an aircraft and place it on the runway. Render the aircraft with an alpha channel in Cinema 4D, then use that alpha channel in your compositing program to cut out the non-aircraft parts of the render so that the airfield shows though. The edges of the alpha channel picture are antialiased to ensure a soft transition in the composited picture.

您可以在视频节目中使用 alpha 通道进行合成。例如,假设你扫描了一张机场的照片,你想渲染一架飞机并把它放在跑道上。在 Cinema 4D 中使用 alpha 通道渲染飞机,然后在你的合成程序中使用 alpha 通道去除渲染的非飞机部分,这样机场就会显示出来。阿尔法通道图片的边缘是抗锯齿的,以确保合成图片中的软过渡。

Pre-multiplied alphas have one particular shortcoming, illustrated below.

前乘的阿尔法有一个特殊的缺点,如下所示。

From left to right: the rendered image, the alpha channel, the result. 从左到右: 渲染图像、 alpha 通道、结果

In the illustration, the alpha channel causes a dark seam. This is because both the picture and the alpha channel were rendered with antialiasing. By definition, the color picture and the alpha channel must be multiplied and so the black is calculated twice. You can avoid this dark seam by using the Straight Alpha option instead. Note that straight alphas are suitable for compositing only; they are unusable as conventional pictures.

在插图中,阿尔法通道导致一个黑色的缝。这是因为图片和 alpha 通道都使用了反走样技术。根据定义,颜色图片和 alpha 通道必须相乘,因此黑色计算两次。你可以通过使用 Straight Alpha 选项来避免这个黑色的接缝。请注意,直线阿尔法只适合于合成; 他们是不可用的传统图片。

The entire alpha channel is masked if you use a Sky, Floor, Foreground or Background object in your scene. Do not use any of these objects if you need the alpha channel. 如果你在场景中使用天空、地板、前景或背景对象,整个 alpha 通道都会被掩盖。如果需要 alpha 通道,不要使用任何这些对象

If you have enabled Separate Alpha or if you have chosen a different picture format, the alpha channel is saved separately to the color picture. These files are indicated by an A_ before the filename, e.g., A_room.tif. Separate alphas are saved in the TIFF format.

如果您已经启用了 Separate Alpha 或者您已经选择了不同的图片格式,Alpha 通道将被单独保存到彩色图片中。这些文件在文件名前面用一个 a _ 表示,例如,a _ room。小时工资。单独的阿尔法以 TIFF 格式保存。

The alpha channel can be integrated into a movie only if alpha channels are supported by the chosen codec.

只有当选择的编解码器支持 alpha 通道时,alpha 通道才能集成到电影中。

Straight Alpha

直 a

You can use this option if straight alphas are supported by your compositing program to avoid the dark seam associated with pre-multiplied alphas. Note that straight alphas are suitable for compositing only; they are unusable as conventional pictures.

如果你的合成程序支持直接的阿尔法,你可以使用这个选项来避免与预乘阿尔法相关的黑色缝。请注意,直线阿尔法只适合于合成; 他们是不可用的传统图片。

From left to right: the rendered image, the alpha channel, the result. 从左到右: 渲染图像、 alpha 通道、结果 Tip: 提示:
Do not use quotation marks (") in your naming conventions. 不要在命名约定中使用引号(”)

Attention! 立正
Cinema 4D versions prior to R11.5 handle flat transparent surfaces (masked via alpha mask or 在 R11.5之前的C4D 版本处理平坦的透明表面(通过阿尔法掩模或Transparency 透明度 channel) differently with regard to alpha channel output. 不同的通道)方面的阿尔法通道输出

Example: A material with an alpha mask was used to create a hole in a plane that lies with in a large sphere that is used for the background. The rendered result is pictured at the left of the image below. Let’s say you now want to output the scene as an alpha channel in which only the plane with the hole is included. To do so, assign a Compositing tag to the background (i.e. the sphere). In previous versions of Cinema 4D all you had to do was disable the Seen by Camera option. In R11.5 (and above) you also have to disable the Seen by Transparency option in order to generate the alpha channel pictured at the right of the image below:

例如: 一个带有阿尔法掩模的材质被用来在一个平面上创建一个孔,这个孔位于一个大的球体上,这个球体被用作背景。渲染后的结果如下图左侧所示。假设您现在想要输出场景作为一个 alpha 通道,其中只包括有孔的平面。为此,将一个合成标记分配给背景(即球体)。在先前的 Cinema 4D 版本中,你所要做的就是禁用被摄像机看到的选项。在 R11.5(及以上)你还必须禁用透明度可见选项,以便生成图片右侧的 alpha 通道:

In order to generate the alpha channel shown at right, both options mentioned above must be disabled in the 为了生成右边所示的 alpha 通道,上面提到的两个选项必须在Compositing 合成 tag. 标签

The reason for this lies in the optimization of the renderer, which now calculates flat transparent surfaces (including alpha masks) using the raytracer. The raytracer must explicitly be told by the Compositing tag that the background behind transparent objects should not be visible.

原因在于渲染器的优化,它现在使用光线示踪器计算平坦的透明表面(包括 alpha 掩模)。合成标签必须明确地告诉光线跟踪器,透明对象背后的背景不应该是可见的。

Separate Alpha 单独的 Alpha

Alpha channels are usually integrated into alpha-capable image formats — that is, they are saved as part of the image file. However, if you want to save the alpha channel as a separate file, enable this option. In addition to your color picture (e.g., room.tif), you will also have a file containing the alpha channel (e.g., A_room.tif).

阿尔法通道通常集成为可以使用阿尔法的图像格式ーー也就是说,它们作为图像文件的一部分保存。但是,如果希望将 alpha 通道保存为单独的文件,请启用此选项。除了你的彩色图片(例如,room.tif) ,你还有一个包含 alpha 通道的文件(例如,a _ room)。(tif).

Separate alpha channel files will be saved in the same image format as the rendered image (Format).

单独的 alpha 通道文件将以与渲染图像(格式)相同的图像格式保存。

8 Bit Dithering

Dithering is a process that adds a random pattern to colors to prevent color banding. Although dithering enhances the image quality, it also increases file size. For web graphics in particular, you may want to disable dithering to reduce image file size.

抖动是一个过程,添加一个随机图案的颜色,以防止颜色带。虽然抖动增强了图像质量,它也增加了文件大小。特别是对于网络图形,您可能希望禁用抖动以减少图像文件大小。

Include Sound

包括声音

If one of the video formats above is selected, Sound will be used to integrate a sound file into the video.

如果上面的视频格式之一被选中,声音将被用来集成一个声音文件到视频。

Tip: 提示:
Note: This does not work with Team Render! 注意: 这不适用于团队渲染

Multi-Pass Image

多程图像

Save

保存

Multi-pass rendering makes it easy for you to post-edit your renders in compositing software such as Adobe After Effects, Photoshop and Combustion. With Multi-Pass you can split the Cinema 4D rendering into separate layers such as shadows, reflections, highlights and each separate light source. You can save the layers in RLA, RPF, Photoshop (PSD) and BodyPaint 3D (B3D) format.

多遍渲染使您可以很容易地在合成软件中后期编辑您的渲染,如 Adobe After Effects,Photoshop 和 Combustion。使用 Multi-Pass,你可以将Cinema 4D 渲染分成不同的层,如阴影、反射、高光和每个独立的光源。你可以用 RLA,RPF,Photoshop (PSD)和 BodyPaint 3D (B3D)格式保存图层。

Suppose you have rendered a complex movie and the reflections look too strong. With Multi-Pass, there’s no need to re-render the Cinema 4D scene. Instead, simply reduce the opacity of the reflections layer in your compositing package. Or why not include alternative lighting setups in the same rendering? You will then be able to select the best setup during post-editing.

假设你已经渲染了一个复杂的电影,反射看起来太强烈了。使用多通道,没有必要重新渲染C4D 场景。相反,只需简单地降低合成包中反射层的不透明度。或者为什么不在同一个渲染中加入替代照明设置呢?然后,您就可以在后期编辑过程中选择最佳设置。

Multi-pass is ideal for trying out various lighting setups for your rendering The setups will be rendered more quickly as a single Multi-Pass file than as separate projects.

多通道是理想的尝试各种灯光设置为您的渲染设置将更快地呈现为一个单一的多通道文件而不是作为单独的项目。

Tip: 提示:
When rendering Multi-Pass via Team Render a relative 当渲染多通道通过团队渲染一个相对path 路径, not an absolute path must be defined. ,而不是一个绝对的路径必须定义

File

档案

This is where you set the save path for the file.

在这里设置文件的保存路径。

Multi-layer files require much more space than single-layer files. Prior to rendering, check that you have sufficient storage space, especially when rendering Multi-Pass animations.

多层文件比单层文件需要更多的空间。在呈现之前,请检查是否有足够的存储空间,特别是在呈现 Multi-Pass 动画时。

A relative path must be entered here when rendering with Team Render.

使用 Team Render 渲染时,必须在这里输入相对路径。

Format
Options...

格式选项..。

This button is greyed out unless the format chosen has extra options. Click Options to access these.

除非所选格式有额外的选项,否则此按钮为灰色。请单击“选项”以访问这些选项。

File

档案

This path defines where the rendered still or animation will be saved. Note for animations in particular that a location is selected that offers enough disk space for the entire animation.

此路径定义将保存渲染的静态或动画的位置。特别要注意动画选择的位置为整个动画提供了足够的磁盘空间。

Tip: 提示:
Use 使用Variable Path and File Names 变量路径和文件名 to automatically associate file and path names with, for example, the type of Multi-Pass that is defined. 自动将文件和路径名与定义的 Multi-Pass 类型关联

See also File above regarding file names and paths.

请参阅上面关于文件名和路径的文件。

Details about these format and their settings can be found here.

关于这些格式及其设置的详细信息可以在这里找到。

Depth

深度

Sets the channel depth to 8, 16 or 32 bits.

将信道深度设置为8、16或32位。

Multi-Layer File 多层文件

If this option is enabled, all layers are saved in a multi-layer file. In addition, you must set Format on the Output page to Photoshop (PSD), BodyPaint 3D (B3D) or TIFF. If the option is disabled, Cinema 4D creates a separate file for each pass using the Format setting on the Save page. A suffix is added to each of the filenames to differentiate them.

如果启用此选项,所有层都将保存在一个多层文件中。另外,你必须将输出页面的格式设置为 Photoshop (PSD)、 BodyPaint 3D (B3D)或 TIFF。如果该选项被禁用,Cinema 4D 将使用保存页面上的格式设置为每次传递创建一个单独的文件。每个文件名都添加了一个后缀以区分它们。

The image may look different when viewed in another application depending on which blend modes are supported. This can be due to non-existing mix modes or other factors. 当在另一个应用程序中观看时,图像可能看起来不同,这取决于支持哪种混合模式。这可能是由于不存在的混合模式或其他因素 Tip 2.: 小贴士2:
Note that 32-bit multi-layers can be problematic in conjunction with a disabled 请注意,32位多层结构在禁用时会出现问题Linear Workflow 线性工作流 option due to the fact that Photoshop can only import *.psd files correctly but cannot display them correctly. As soon as Linear Workflow is enabled or other bit depths are used, it will work correctly. 选项,因为 Photoshop 只能导入 * 。Psd 文件,但不能正确显示它们。一旦启用线性工作流或其他位深度被使用,它将正常工作

Layer Name as Suffix

图层名称作为后缀

If your chosen format does not support multi-layers, each layer will be saved as a separate file. If this option is enabled, the name of the layer, such as _diffuse or _refraction, is added after the filenames.

如果您选择的格式不支持多层,每一层将保存为一个单独的文件。如果启用此选项,则在文件名之后添加层的名称,如 _ diffusion 或 _ refraction。

User Defined Layer Name

用户定义的层名称

If this option is enabled, the Multi-Pass names that you defined (double-click on the Multi-Pass name to rename it) will be used instead of the default Multi-Pass names.

如果启用此选项,将使用您定义的 Multi-Pass 名称(双击 Multi-Pass 名称以重命名它)来代替默认的 Multi-Pass 名称。

Straight Alpha

直 a

This option is only available if you have activated the Alpha Channel option. Whether or not you activate Straight Alpha does not play a role.

此选项仅在您已经激活了 Alpha Channel 选项时可用。无论你是否激活直阿尔法不发挥作用。

With the Straight (Unmultiply Alpha) (Multi-Pass tab) option you define whether or not the corresponding Multi-Passes should be pre-multiplied with reference to the alpha channel that is saved.

使用直线(非乘法阿尔法)(多通道选项卡)选项,您可以定义相应的多通道是否应该参照保存的阿尔法通道进行预乘。

Compositing Project File

合成项目文件

A compositing project file is made up of multiple layers. Each layer can be edited separately. 一个合成项目文件由多层组成,每一层都可以单独编辑

Cinema 4D supports the following video compositing programs:

4D 影院支持以下视频合成程序:

Cinema 4D can render various Multi-Passes and save them as separate files (bitmaps or videos). The passes can then be loaded into one of the compositing packages listed above. In the compositing package, you can then edit the passes separately and apply a wealth of effects to them.

C4D 可以渲染各种多重通行证,并将它们保存为单独的文件(位图或视频)。然后可以将通行证加载到上面列出的一个合成包中。在合成包中,您可以单独编辑传递并应用大量的效果到它们。

Other compositing applications can open the file without plugins.

其他合成应用程序可以不用插件打开文件。

You can also export Cinema 4D’s camera and lights, including animation, and edit them in After Effects or Combustion.

你也可以导出C4D 的摄像头和灯光,包括动画,并编辑它们在AE或燃烧。

The following camera data is supported:

支持以下摄像机数据:

Exporting the Multi-Passes

输出多重通行证

To export the Multi-Passes from Cinema 4D:

从C4D输出多重通行证:

  1. In the Render Setting 渲染设置, on the 登革热专页、Multi-Pass 多通道 page, use the Channels drop-down list to choose which passes should be rendered. Disable the 页,使用“通道”下拉列表来选择应呈现哪些传递。关闭Multi-Layer File 多层文件 option (each pass must be saved as a separate file) in the 选项(每次传递都必须保存为单独的文件)Save 保存 tab. 标签

    Set Format to the desired file format, such as QuickTime Movie. 将格式设置为所需的文件格式,如 quicktimemovie

    Set Path to the path where the passes should be saved. 将路径设置为保存通行证的路径

  2. Make sure that the 确保Save 保存 option in the 选项Multi-Pass 多通道 sub-menu is enabled and choose your compositing application. Render the image or animation. Select the same save path as in the 子菜单已启用,并选择您的合成应用程序。渲染图像或动画。中选择相同的保存路径Regular Image 普通图片 sub-menu so the compositing file lands in the same directory as all related files. 子菜单,使合成文件与所有相关文件位于同一个目录中

    If 如果Relative 亲属 is enabled ( 启用了Save page 保存页面), the start and end time of the Cinema 4D animation will also be transferred (with After Effects, version CS3 or higher is required for this functionality). Otherwise, the animations will always begin at frame 0 in the compositing program. ) ,Cinema 4D 动画的开始和结束时间也会被转移(此功能需要使用AE、 CS3或更高版本)。否则,在合成程序中动画总是从0帧开始


    Save FBX File 保存 FBX 文件
    If you create a compositing file for Nuke, it will not contain 3D information for cameras, lights or objects. If this option is enabled, this information can be extracted from a 如果你为 Nuke 创建一个合成文件,它将不包含相机,灯光或物体的3D 信息。如果启用此选项,则可以从FBX file. A separate FBX file will then be written. 一个单独的 FBX 文件将被写入


    Pressing the 按下Save Project File... 保存项目文件.. button lets you create a compositing file without having to render the entire scene. However, this only makes sense if all passes have already been rendered. For example, if you have already rendered a complete animation using Team Render, including all Multi-Passes, you can press this button to generate the correct compositing file. 按钮可以让你创建一个合成文件,而不需要渲染整个场景。但是,这只有在所有的通行证都已经渲染的情况下才有意义。例如,如果您已经使用 Team Render 呈现了一个完整的动画,包括所有的 Multi-Passes,您可以按下此按钮来生成正确的合成文件

  3. Import the compositing file put out by Cinema 4D into your compositing application. 将 Cinema 4D 输出的合成文件导入到合成应用程序中

To import the Multi-Passes into your compositing package:

将 Multi-Passes 导入到您的合成包中:

The project in Cinema 4D. C4D院的项目

After Effects

后效果

Tip: 提示:
Note that After Effects is only designed for use with the 注意,After Effects 只设计用于exchange 交换 described above in point 2. 上文第2点所述

In After Effects, import the .aec file (File / Import / File).

在 After Effects 中,导入. aec 文件(File/Import/File)。

The project in After Effects. 影响之后的项目

For After Effects you must copy the following plugin (located in the Cinema 4D program directory in the "Exchange Plugins/aftereffects/importer" folder; select the one that corresponds to your operating system and After Effects version) into the After Effects plugin directory (if this does not exist, use the "Effect" folder):

对于 After Effects,您必须将下面的插件(位于“ Exchange Plugins/aftereffects/importer”文件夹中的 Cinema 4D program 目录中; 选择与您的操作系统和 After Effects 版本相对应的插件)复制到 After Effects 插件目录(如果不存在,请使用“ Effect”文件夹) :

Other compositing applications can load the data without a plugin.

其他合成应用程序不需要插件就可以加载数据。

Additional functionality:

附加功能:

See After Effects for more information about the connectivity of After Effects and Cinema 4D.

有关 After Effects 和 Cinema 4D 的连接性的更多信息,请参见 After Effects。

Tip: 提示:
Make sure that the "Linear" Working Space color (which only works if a work space color exists; this should be set to sRGB) is enabled in After Effects when using 确保“线性”工作空间颜色(只有在工作空间颜色存在的情况下才能使用; 这应该设置为 sRGB)在使用AE时启用Linear Workflow 线性工作流.

Motion

动作

Nuke

核武器

Open the corresponding *.nk-file:

打开相应的 * . nk-file:

Final Cut Pro

In Final Cut Pro, import the .xml file (File / Import / XML) and ignore the alert that appears.

在 Final Cut Pro 中,导入.XML 文件(File/Import/XML)并忽略出现的警告。

The project in Final Cut Pro. Final Cut Pro 中的项目

Digital Fusion

数字融合

Use the Open command to open the *.comp file exported from Cinema 4D.

使用 Open 命令打开从 Cinema 4D 导出的 * . comp 文件。

Include Timeline Marker

包括时间线标记

If you have set Marker in the Timeline, these will be included in the compositing file, including their names.

如果您已经在时间轴中设置了标记,这些标记将包含在合成文件中,包括它们的名称。

Include 3D Data

包括3D 数据

Use this setting to define whether cameras, lights or objects should be exported. Objects other than lights and cameras will be exported as Null Objects if an External Compositing tag has been assigned to them (see below).

使用此设置来定义是否应该导出相机、灯光或物体。除了灯光和照相机以外的对象,如果为它们分配了外部合成标记,那么它们将被导出为 Null 对象(见下文)。

Relative

亲属

Let’s say your scene contains two animated cameras. The first camera is animated from frame 20 to frame 50, the second from frame 2 to frame 117. The Relative setting would be used to decide between which frames the animation should run in the compositing application: Between 20 and 50 or 2 and 117 (Relative active) or between 0 and 30 and 0 and 115 (Relative not active, animation begins at frame 0). Of course this setting is not restricted to animated cameras.

假设你的场景包含两个动画摄像机。第一个相机从第20帧动画到第50帧,第二个从第2帧动画到第117帧。相对设置将用于决定动画应该在合成应用程序中运行哪些帧: 在20和50之间或2和117之间(相对活跃) ,或者在0和30之间和0和115之间(相对不活跃,动画从0帧开始)。当然,这种设置并不局限于动画相机。

Movies will be imported faster than picture sequences. 电影将比图片序列更快地被导入 The compositing programs will import the composition correctly provided that the compositing program is on the same computer as Cinema 4D. When importing into After Effects, the compositing project file must be in the same folder as the passes; otherwise, the picture sequences or videos must be replaced manually. 只要合成程序与 Cinema 4D 在同一台计算机上,合成程序将正确导入合成。当导入到 After Effects 中时,合成项目文件必须与传递文件位于同一个文件夹中; 否则,图片序列或视频必须手动替换

General Information

一般资料

Compositing programs import compositions with no further ado as long as Cinema 4D and the compositing program are located on the same computer. Otherwise the compositing file and all files linked must lie in the same directory (applies to After Effects) or the images/videos must be replaced manually in the compositing program.

只要Cinema 4D 和合成程序位于同一台计算机上,合成程序就可以不费吹灰之力地导入合成作品。否则合成文件和所有链接的文件必须位于同一个目录中(适用于 After Effects) ,或者必须在合成程序中手动替换图像/视频。

Limitations

局限性

Save

保存

Define whether or not compositing files should be saved (this does not work when rendering via Team Render).

定义是否应该保存合成文件(当通过 teamrender 进行呈现时,这不起作用)。

Target Application

目标应用

Select your target compositing application. Cinema 4D will automatically output the compositing files in the correct format.

选择您的目标合成应用程序。C4D 将自动输出合成文件的正确格式。

Save Project File...

保存项目文件..。

Lets you create "compositing" files without having to render the entire scene. However, this only makes sense if you have already rendered all passes.

可以创建“合成”文件,而不必渲染整个场景。但是,这只有在你已经渲染了所有通道的情况下才有意义。

If you have already rendered a large animation, incl. Multi-Passes, using Team Render, clicking this button will create the corresponding compositing file.

如果你已经渲染了一个大的动画,包括。使用 Team Render 进行多重传递,单击此按钮将创建相应的合成文件。

Note, however, that the renderer must still be started in the background, which can take quite a while when using the Physical Renderer. You can work around this by using the Standard Renderer, which requires a much shorter preparation time.

但是请注意,渲染器仍然必须在后台启动,这在使用物理渲染器时可能会花费相当长的时间。您可以通过使用标准渲染器来解决这个问题,这需要更短的准备时间。